#version 430 core
precision highp float;

in vec3 fragTexcoord;
out vec4 PixelColor;

uniform samplerCube cube;
void main()
{
    vec4 curColor = texture(cube, fragTexcoord);
    PixelColor = vec4(curColor.r * 1.0f, curColor.g * 0.4f,curColor.b * 0.0f, curColor.a);
    //PixelColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
}
